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1 Charge Phase 2 Charge Phase 3 Charge Phase 4 Charge Phase

Declaration & Movement Reaction Charges Infantry Reaction Artillery as Target


• Declare charges (roll Morale Non-Active Player may attempt to An Artillery unit or stack of batteries
Checks (MC) for Cossack or intercept Active cavalry. Non-Active player can attempt to
has been declared the target of the
landwehr units) • Heavy Cavalry – 4 hex reaction have his infantry battalions or
charge.
• Mark all units or stacks that will zone regiments form carre (square).
• Unlimbered – roll to stand when
be conducting a charge. • Light Cavalry- 6 hex reaction • Enemy cavalry unit must be 4
cavalry comes adjacent.
• Select each unit or stack and zone. hexes or closer.
• Pass- charge ends, await Melee
conduct charge movement. • Declare reacting cavalry • Reacting infantry must have a
a Cheval defensive fire & melee
Count aloud movement points unit/stack and make a morale line of sight to charging cavalry.
phase. After melee, mark cav
as they are expended (MP). check (MC). • Consult Carre Realization table
fatigue and Charged
• When cavalry come within 2 • Fail - unit stays put and roll with applicable
• Fail- artillery unit(s) eliminated
hexes of enemy units, active • Passes- move reacting cavalry to modifiers. (minimum 3 increments)
Roll a die. On a 1, the guns
player must state if they are the intercept active charge, await • Success- place square marker on
spiked remove to org chart.
target of the charge. If passed Melee a Cheval phase. top of infantry.
Otherwise goes to Battery Box.
over, they cannot be targeted by • Non-active cavalry unit may only • Failure- place Disorder or PDG
• Limbered – battery routs -PGD.
that cavalry stack in this phase. attempt 1 reaction per enemy counter on top of unit and
Cavalry rolls for recall (16.5).
stack. conduct retreat movement.

5th Edition Rules – Sequence of Play Cards (Sheet 1 of 3: Front)

5 Charge Phase 6 Charge Phase 7 Charge Phase


Movement Phase
8
Infantry as Target Infantry as Target Cavalry Recall
The declared target of the charge
An infantry unit or stack containing An infantry unit or stack containing
(infantry or limbered artillery) has
infantry has been declared the infantry has been declared the • Set timer for the amount of time
Disordered or PGD.
target of the charge. target of the charge. the active player has based upon
• Cavalry unit makes a recall roll
• Infantry opts to STAND and • Infantry opts to FORM CARRE the scenario rules.
Consult the Carre Realization Table (see scenario rules table)
accept the charge. • Success- Active player has choice • Start the timer and begin
• Infantry makes a morale check for appropriate nation.
• Make roll (with modifiers) to pursue target, continue moving all units which did not
(with modifiers) movement, and/or pick a new conduct charges in the previous
• Success- place square marker on top
• Pass – Charge ends, await Melee of infantry. Cavalry unit moves on target. phase and are part of a MU.
a Cheval defensive fire and top of square, suffering opportunity • Fail- cav must conduct pursuit. • It is recommended that you
melee phase. After melee, mark fire. Charge ends, await defensive If MP’s remain, must continue conduct your movement in an
cav fatigue and Charged fire & melee. After melee, mark cav organized way. Complete the
charge – new target. If they fail
• Fail – Infantry unit routs. fatigue and Charged movement of one MU before
to melee an enemy, the cav will
Cavalry units rolls for recall • Failure~ Disorder – Mark unit conducting the movement of
“disordered” Failure~ PGD – Mark PGD at the conclusion of it’s
(16.5). Infantry may suffer the next MU.
unit PGD charge movement.
pursuit losses. Conduct PGD
• Cav can opt to pursue or roll for • Mark cav fatigue and Charged
movement
recall.
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4 3 2 1
5th Edition Rules– Sequence of Play Cards (Sheet 1 of 3: Back)

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8 7 6 5
13 Fire Combat
Movement Phase Movement Phase Movement Phase
9 10 Opportunity Charge 11 Opportunity Charge
Opportunity Fire Defensive & Offensive
Opportunity charge roll was Defensive Fire happens first.
Anytime the Active player exits a Active player moves within 1 or 2 successful. • Non-Active player makes fire
ZoI or changes formations within a hexes of the ZoI of enemy cavalry, • Active infantry, cavalry or attacks on any enemy units
ZoI of Infantry or unlimbered or spends MP in this zone artillery unit/stack is pinned. adjacent to front hexes of
artillery belonging to the enemy • Enemy cavalry rolls for morale Move the reacting cav forward infantry or unlimbered artillery.
player. check. (Cannot be exhausted or and place a charge marker.
• Conduct a fire attack from the in skirmish formation) • Reacting cav is considered the Offensive fire happens second
non-active player on the active • Failure- No Charge, enemy cav attacker in upcoming melee • Active player selects target
unit. stands in place. phase, unless the active player hexes to fire upon which are
• Use the fire defense of the • Passes- Cavalry unit moves “assaults” the cav. If this either adjacent or within range
formation before that of which it adjacent to active unit which happens, the pinned unit is no & line of sight for infantry and
is changing. provoked the charge. (see card longer part of the melee, but unlimbered artillery.
11) could perform a fire attack.
• Only one attempt to opportunity • Cavalry marked as tired (for A hex can only be fired upon once
charge can be made per enemy melee) or exhausted if already per fire phase. All fire is considered
unit/stack per turn. tired. simultaneous, apply losses as such.

5th Edition Rules – Sequence of Play Cards (Sheet 2 of 3: Front)

14 Assault Phase 15 Recovery Phase 16 Recovery Phase


Movement Phase
12 Assault Declaration
Pre-Melee MC Morale Cavalry Readiness
During the movement phase, the Defender rolls for morale check
active player identifies which of his (with modifiers) {if in general order Active Player makes MC for all PGD Active player checks for cavalry that
units will participate in melee units. would recover 1 step of readiness.
terrain defender passes}
combats and declares the various • Fail- mark Disorder and retreat • Pass- remove PGD marker (see 16.1F)
enemy target hexes. {cavalry marked exhausted} • Unit did not melee this turn
half their MP or at least 1 hex.
• Active player moves his unit(s) (Attacker may occupy vacated
Unit is in column or general order • Unit moved ½ or less of its
adjacent to the enemy. • Fail- Use printed MP to get at printed MP
hex) least 15 hexes from enemy, seek
• An Assault Marker is placed on • Pass- The attacker must make a
those units pointing toward the dwelling or woods hex. Cavalry can recover 2 steps of
MC. • Active player make MC for all
enemy target. They await the • Attacker fails – mark Disorder, readiness if
Assault phase. Disordered units • Unit did not melee this turn
retreat half their MP or at least 1 • Pass- remove Disorder marker
• Units which begin adjacent to hex. • Unit did not move
Unit is in column or general order
their target must make a • Attacker passes- calculate melee
successful MC with a -6 (plus • Fail- Mark as PGD, use printed Remove Charge markers from
values of increments involved. MP to get at least 15 hexes from
other modifiers). Mark as Roll Consult the assault table, roll active player cavalry.
to Close. Otherwise, they Disorder. enemy, seek dwelling or woods hex.
and reference melee results.
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13 11 10 9
5th Edition Rules – Sequence of Play Cards (Sheet 2 of 3: Back)

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16 15 14 12
D Turn Adjustment
Maneuver Unit (MU) Drawing Chits
A Command Segment B C
Creation Segment
The draw cup should contain the All leader counters will be flipped
Each side determines the number of Players spend their Command
MU chits of both players. Add the back to their front-sides.
Command Points (CP) they have for Points to create Maneuver Units
(MU’s). 1 CP = 1 MU Action Chits (Leader, Regroup,
the coming turn (see scenario rules) The “minute” marker will be
Artillery, Reinforcements).
advanced 20-minutes, and the
Command is traced from Army As each MU is created, a MU chit is
• Players will alternate drawing a “hour” marker will advance if it is
Leader(s) to Wing/Corp leaders to placed on top of that leader and a
chit from the cup. the top of the hour.
Division/Brigade Leaders to their matching MU chit is placed in the
draw cup. • If a MU, then all MU’s of that
various combat units. Leaders and If it is the start of a new hour- each
side may move (see card #1
units beyond the range of their player will check for Morale Levels
After all MU’s have been assigned, Cavalry Charge). Remove all
immediate superior are marked for their respective forces (see
players can roll for eligible light MU’s of that side from the cup.
“Out of Command”. scenario rules) (see 17.4)
cavalry leaders to generate a MU • If an Action Chit, then conduct
for their formation. (see rule 8.5) that.
• When all chits have been drawn A new turn begins with a new
and acted upon, go to card D Command Segment (see card A)

5th Edition Rules – Sequence of Play Cards (Sheet 3 of 3: Front)

Leader Chit Reinforcements Artillery Chit Regroup Chit

Leaders which have not yet moved All units and leaders currently Mortars, howitzers and artillery Players may move all their units
and are not part of a MU may scheduled to arrive this turn are batteries that belong to a Grand which are Out of Command (and
move. placed on the map at their entry Battery may fire during this phase. not adjacent to an enemy unit) so
hexes and moved onto the map. as to return to command range of
Leaders which moved should have • This phase represents a bonus their immediate superior leader.
their counter flipped to the reverse Formations which are part of a round of firing for howitzers and (See movement Restrictions 8.8.2.1)
side to indicate their movement is designated Administrative March grand batteries which may also
complete for this turn. are moved during this phase. fire during the offensive and • Units In Command, but not part
defensive fire phases. of a MU nor within an enemy
The player who drew this chit will The player who pulled the chit will • Artillery firing during this phase ZoI, may change their stacking
move his leaders first. When they conduct his expend ammunition. order and facing.
are done moving all their leaders, reinforcement/Administrative • Artillery may unlimber and
their opponent will conduct leader March movement first, followed by attempt to limber
movement. his opponent. • Drawing player moves all his
units first. His opponent follows.
La Bataille- 5th Edition La Bataille- 5th Edition La Bataille- 5th Edition La Bataille- 5th Edition

D C B A
5th Edition Rules – Sequence of Play Cards (Sheet 3 of 3: Back)

La Bataille- 5th Edition La Bataille- 5th Edition La Bataille- 5th Edition La Bataille- 5th Edition

Regroup Chit Artillery Chit Reinforcement Leader Chit

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